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(58 replies, posted in Balancing)

As a noob I feel like I need to throw in my two cents on this subject.  I have very little experience with these walls, having only seen and had to react to a few.  Some of what I have to say has already been mentioned, but as I already have my notes I'll be restating it anyway.

I come from stEVE and only started to play Perpetuum around the time that the walls launched.  I see how the wall situation that was originally patched out may have been a problem, but I do think it would have naturally worked itself out as people don't want to maintain kilometers of mazes.  The walling around teleports would've worked itself out as well since they are easy even for a noob to destroy without risk.  I think waiting a bit longer to see how these things work out would be a more correct move.  I think the use of walls would evolve away fro the general consensus. I have a bit of a disagreement with how the devs are handling their deployment so far, but maybe they have more foresight than myself. 

I'd like to jump right into the changes to be implemented on the 9th.  I honestly do not understand how the developers' example picture in the newest dev blog could be considered a good idea.  Looking at that I think that there will be much less incentive to build walls as you protect fewer assets and are less able to control the terrain of a fight, which is the most important use for walls.  What we now may see is a medieval style fort wall, but since this wasn't considered when these beta outposts were implemented you won't have the terrain advantages that medieval forts were built upon...

This brings me to another point that has already been heavily discussed.  The use of walls in some beta territory gives capability to new player corps to hold and profit from owning an outpost.  The fact that I think has been missed in this discussion is that that gives them reason to play the game.  That is the key to a game:  bring people in and hold them, and I wholeheartedly believe that the current wall system is a better environment for that.  All they need is to feel safe inside the walls.  Maybe once they realize the truth of it they may aim more towards pvp and create more folks to fight with actively.

My final point is on the outpost linked wall-building.  I don't like that at all.  It greatly destroys, in my mind, the sandbox feel of walls.  Yeah, its generally a waste of time to build walls on an island that you don't and can't influence with them, but why shouldn't someone be able to go screw around on a beta island for a bit and put up walls?  Why shouldn't they be allowed to be used by attacking forces to block up the defenders entrances and force them to blow holes in their own walls or wait to see where the attackers come from?

Just a noob's insight on the situation... hope you all don't mind the wall o' text.

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(26 replies, posted in Events)

Thank you to Khader for creating this event.  I found it to be fun and a good learning experience.  Thank you to all who participated as well for the entertainment you provided and I think I learned a thing or two from watching you all.

One of my former corpmates in eve had talked a couple others that I still kept in touch with into trying out Perpetuum.  I randomly jumped on their comms one day to see how they were all doing and a couple were in the process of trying out a new game, so I figured I might as well join them.

+1 for what is in my opinion a fantastic idea to introduce competition between non-combatants.